Today I want to delve a bit further into graphics programming and look into one specific effect we used in Roche Fusion: Pixelation.
We use the effect in the game as a visual queue for when the player takes damage and their health falls to dangerous levels.

Specifically, the post processing effect we apply pixelates the edges of the screen significantly, while leaving the center, and to some degree the bottom corners mostly untouched.
This allows the player to still continue playing, and to inspect their HUD, but it gives a clear and unmistakable indication of danger.
Of course, the effect could also be used for other purposes, such as transitions between levels, or even a major part of the art style.
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